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Technology Stocks : Online Games - Prospects, Problems, and Payoff

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To: Terrapin who wrote (16)2/8/1998 3:20:00 AM
From: Andy Riedel  Read Replies (2) of 30
 
Hi John,

Let me see if I can answer your questions in order:

1) Network latency is obviously a problem for all network games. The best solution to reduce latency is to have a server as close to the end user as possible. By "close" I mean the number of router interconnections between the player's local PC and the server computer managing the game's state. Mplayer.com has colocated a large number of servers across Internet backbones giving "close" access to most major metropolitan areas. In addition, we have established peering relationships to speed the interconnection between backbones owned by companies such as WorldCom and MCI, etc.

2) Yes, you can play at Mplayer.com using @Home modems. Games are an obvious marketing vehicle for @Home. I think they will strive to make access to game content on the Internet as fast as possible. I am unable to comment on any specifics.

3) Mpath actually hase multiple revenue streams: a) Advertising which makes up the bulk of revenue for Mplayer.com, b) Mplayer.com Plus subscriptions for $39.95 a year giving access to more features/contents/events, and c) Mpath Foundation which is a business unit devoted to licensing technologies developed internally to other companies. For example, Sega's Heat.net is running using Mpath technology.

Cheers!

Andy
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